// ロード時に実行 void Start() { g_Player = GameObject.Find("Player"); g_SpriteChange = g_Player.GetComponent <SpriteChange>(); g_IconDirector = GameObject.Find("IconDirector"); id_Director = g_IconDirector.GetComponent <IconDirector>(); g_Transform = GameObject.Find("TransformDirector"); td_Script = g_Transform.GetComponent <TransformationDirector>(); g_SE = GameObject.Find("ConsteSE"); as_Source = g_SE.GetComponent <AudioSource>(); for (int i = 0; i < g_Constellation.Count; i++) { g_Constellation[i].SetActive(false); if (i >= (int)AbilityKey.Max) { continue; } f_Timer[i] = 0.0f; b_Ability[i] = false; n_Status[i] = (int)ConstellationState.None; n_RecoveryState[i] = n_Status[i]; } n_NowStatus = (int)ConstellationState.None; SetSpan(); }
// Start is called before the first frame update void Start() { g_IconDirector = GameObject.Find("IconDirector"); id_IconChange = g_IconDirector.GetComponent <IconDirector>(); g_Player = GameObject.Find("Player"); g_PlayerScript = g_Player.GetComponent <Player>(); rb_Body = GetComponent <Rigidbody2D>(); col_CircleTrigger = GetComponent <Collider2D>(); g_sr = GetComponent <SpriteRenderer>(); igj_Script = g_BoxCollider.GetComponent <IconGroundJudge>(); na_IconUI = g_IconUI.GetComponent <NowAbility>(); b_GetAbility = false; }